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realplume's Issues

LR89 (VSR) no plume

As of the latest RealPlume, or perhaps earlier, there's no plume showing for the (cloned from Mainsail) LR89.

[Enhancement] Longer kerolox plumes

While the new Kerolox_LowerAlt and Kerolox_LowerFlame plumes are amazing, I think their expanded versions could be improved by increasing the plume's length (and/or add the vapour trails suggested in #75 .

For comparison's sake, here are Tundra Exploration's custom plumes compared to Kerolox_LowerFlame on lower atmospheric pressures:

Kerolox_LowerFlame:
screenshot290

Tundra Exploration:
da8SEVf

While the first screenshot was taken at lower altitudes than the second, there's a clear difference in terms of length. The previous Kerolox_Lower plume did feature a longer tail, which would look even better with the violet exhaust 😄

screenshot74

[Deleted]

The Hydolox_lowerBlaze has a fumeScale and fumePosition, but does not show any particles.

Disabling for certain parts

I had originally posted Issue #36 this past January about very small plumes for scaled-up SRBs, but increasing the particle count was a fairly successful solution to this problem. However, after a long break from playing the game, I returned to play it and found that the problem had arisen again. I once again increased the particle count even more, but this seemed to have no effect at all.

What I'd like to do instead is disable RealPlume for specific parts, in this case just the SpaceY SRBs only, while keeping it for liquid rockets, nuclear engines, etc. Is there a way to do this?

fixedEmissions ?

@Felger

I see this in many places, but I couldn't find an explanation of what it does?

Any insight would be appreciated. Apologies if I missed something in the documentation.

Game freezes for some time, sometimes

My experience with Real Plume has been that from time to time, the game will freeze for a while, maybe 30 seconds at a time. It becomes unresponsive during this time, but it will always come out of it. Once it does, the game runs perfectly fine again.

This situation triggers either when

  1. I launch a rocket, or
  2. When a craft passes below 70Km over Kerbin.

But, not always. Repeating the same launch with the same craft in the same circumstances sometimes works fine, sometimes it freezes.

Removal of Real Plume has completely eliminated this behavior.

MM Errors when missing plume-specific variables

OK, got another issue. When there are only fixedScale, localRotation, localPosition, and not the "Plume-specific" variables in a plume, MM throws errors for your new configs. The old configs seem to be fine with only having the "universal" variables. Can confirm the error for Cryogenic_LowerSSME_CE and Hypergolic_UpperWhite, didn't test the rest yet.

Update to 1.9 pls

Current Version in ksp 1.9 has no effect on the Mainsail Engine. pls update

Restock based SRB fx ?

Consider a drop in FX replacement for solid lower or a new plume (possibly).

Smoke fx if so would likely still be same ones.

Liquid fuel complex plumes

  • Methalox plume with shock cones made from multiple plume segments

  • Hypergolic_red sea level plume with shock cones made from multiple plume segments

Using BDB LR87 plume as a template.

(complex in the sense it requires multiple FX nodes. Particle count will be reasonable. edit: in fact the final version of the hypergolic red sl plume is emitting fewer particles than the current hypergolic lower)

  • New alcolox plume?

  • New hydyne plume

In the latest release of RealPlume for RO, the plumes look all flat and nasty

The newest version of RealPlume for 1.0.4 has a major issue, namely the problem of the engine plume being too small and not extending downward, looking VERY ugly to the point where my game is unplayable because of the sheer nastiness of the flame. Please help because I can't use RO until this is fixed. Keep in mind that I DO have OpenGL, which may make some difference, but not likely.

errors

hello when i start the game i get 174 errors related to 000_generic_plumes

Compatibility with secondary exhaust port effects

Now that KSP 1.1 supports varying thrust per transform, people are moving vernier/exhaust thrust onto the main engine module, but this seems to not play well with the way RealPlume works

  • If you try to give the main and verniers the same plume, RealPlume will only read from the first PLUME node and whatever is in the second will be completely ignored
  • If you try to give them different plumes, RealPlume puts them into separate effect nodes. This can work if you give one to powerEffectName and one to some other effect type on the engine, but I don't think the plumes are intended to be used with anything other than power (thrust/max thrust).

RealPlume removes entire EFFECTS block even when other effects are using it.

From: https://github.com/KSP-RO/RealPlume/blob/master/GameData/RealPlume/000_Generic_Plumes/000_EFFECTS_Remover.cfg

This results in the deletion of the entire EFFECTS block whenever a RealPlumes config is detected for a part. This causes problems with parts that have other non-RP effects in use -- for example decouplers with integrated separation engines, or engine and RCS equipped parts that also use the ModuleRCSFX setup for their effects.

Current work-around is to re-declare the deleted EFFECTS for the non-realplume effects on a part in a FINAL block -- however this creates a large amount of overhead to adding RealPlumes to many parts, especially on parts with complex effects setups.

Example of current workaround, to fix missing decoupler sounds after real-plumes is added to the decouplers for separation motors: https://github.com/shadowmage45/SSTULabs/blob/master/GameData/SSTU/Patches/RealPlumes-ShipCore.cfg#L228-L232

Hypergolic_UpperWhite not working

The new plume Hypergolic_UpperWhite is not working when ReStock is not installed. I looked around a bit in the configs, and found this:modelName = ReStock/FX/restock-fx-wolfhound-core
So, it seems like the FX model is being taken right out of ReStock, instead of RealPlume. I did a quick fix by replacing it with this: modelName = RealPlume/Nertea_FX_New/ReStock/restock-fx-wolfhound-core
Now I got another issue, the plume looks now like this:
screenshot57

I can confirm that this "blockification" only affects restock-fx-wolfhound-core, and not restock-fx-wolfhound-plume.

Plume from VASIMR comes out of the wrong place

Instead of coming from the nozzle, the plume seems to be emitting from the nuclear reactor.

I'm on 1.9.1 because Kopernicus isn't quite ready for 1.10. This happens with every gas I've tested; liquid xenon, liquid argon, liquid hydrogen, liquid neon. Perhaps RealPlume is expecting non-liquid versions of the gasses?

20200716124005_1

Update to 1.8

I did a quick test (unfortunately not that extensive), and RealPlume seems compatible with 1.8. I tested with SmokeScreen 2.8.7, and ModuleManager 4.1.0. No bugs encountered.

smokeless plumes

In working on lander engines, I find that any plume that outputs smoke causes the frame rate to drop and the view to be obscured of both the craft and the ground.

Would it be possible to have a toggle option in template plume definitions that allow the smoke to be entirely disabled? I tried a few things to try to remove it after the fact, to no avail. A trick probably exists, but given that a use case exists, it would be handy to have this as an easy toggle.

One failure example of mine:
%EFFECTS
{
%Ammonialox
{
!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
}

}

Add saturation multiple input curve against density for existing prefabs

It has been suggested that a saturation curve to reduce saturation when plume is expanded could be beneficial for some plumes. Need to investigate how it looks and which prefabs benefit.

Also to consider adding a global optional parameter for saturationMult could (similar to how emissionMult is specified could also be useful).

  • KeroloxLowerBlaze

  • KeroloxLowerSparrow

  • KeroloxLowerIbis

  • Kerolox-upper

  • Kerolox-lower

  • Kerolox-lower-F1

Determined not needed for Kerolox_UpperEagle

Logspam FloatCurve: Invalid line

Line 208 of the generic plume Kerolox-Lower is missing a value.

It's producing "FloatCurve: Invalid line. Requires two values, 'time' and 'value'" errors on every engine that uses it.

Update wiki

Sample configs

CryoEngines

  • CryoLowerRed
  • CryoUpperBlue
  • CryoLowerAblative

NearFutureLaunchVehicles

  • MethaloxLower
  • MethaloxUpper

ReStock

  • Hyperlogic upper white
  • SSME

PlumeParty

  • Kerolox lower blaze
  • kerolox lower sparrow
  • kerolox lower ibis
  • Kerolox upper eagle
  • Kerolox vernier eagle
  • Hydrolox lower blaze
  • Hydrolox upper
  • Hypergolic upper red
  • Hypergolic upper yellow
  • Turbo exhaust

Kerbal Atomics

  • Nuclear Solid Core Lh2
  • Nuclear Solid Core LOX augmented
  • Nuclear gas core closed
  • Nuclear gas core open

Near Future Propulsion

  • VASIMIR Argon
  • VASIMIR Xenon
  • MagnetoPlasmaDynamic
  • PulsedInductive

Explodium Breathing Engines

  • TurbofanOx
  • TurboJetOx

Sample pics

CryoEngines

  • CryoLowerRed
  • CryoUpperBlue
  • CryoLowerAblative

NearFutureLaunchVehicles

  • MethaloxLower
  • MethaloxUpper

ReStock

  • Hyperlogic upper white
  • SSME

PlumeParty

  • Kerolox lower blaze
  • kerolox lower sparrow
  • kerolox lower ibis
  • Kerolox upper eagle
  • Kerolox vernier eagle
  • Hydrolox lower blaze
  • Hydrolox upper
  • Hypergolic upper red
  • Hypergolic upper yellow
  • Turbo exhaust

Kerbal Atomics

  • Nuclear Solid Core Lh2
  • Nuclear Solid Core LOX augmented
  • Nuclear gas core closed
  • Nuclear gas core open

Near Future Propulsion

  • VASIMIR Argon
  • VASIMIR Xenon
  • MagnetoPlasmaDynamic
  • PulsedInductive

Explodium Breathing Engines

  • TurbofanOx
  • TurboJetOx

Old issue "Unsupported file or audio format" still exists

Load(Audio): RealPlume/KW_Sounds/sound_sepmotor
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Error: Cannot create FMOD::Sound instance for resource �&�™÷�, (Unsupported file or audio format. )
 
(Filename:  Line: 875)

while loading up KSP.

That specific file got this media info:

Audio
Format                      : GSM 6.10
Codec ID                    : 31
Codec ID/Hint               : Microsoft
Duration                    : 5 s 773 ms
Bit rate                    : 71.7 kb/s
Channel(s)                  : 1 channel
Sampling rate               : 44.1 kHz

while all the others got

Audio
Format                      : PCM
Format settings             : Little / Signed
Codec ID                    : 1
Duration                    : 1 s 978 ms
Bit rate mode               : Constant
Bit rate                    : 705.6 kb/s
Channel(s)                  : 2 channels
Sampling rate               : 22.05 kHz
Bit depth                   : 16 bits

Issue with the new Hydynelox

It seems like the new Hydynelox plume is missing a texture:
screenshot25
The particles are coming from the Hydynelox-core effect.
I did a fresh install of RealPlume to see if that would fix it, but no luck.

Interference with tutorials

When RealPlume is installed, the tutorial Go For Orbit fails. After uninstalling RealPlume the tutorial works

I tried it by turning on SAS and clicking the target mode. What happened is that at first it seems to work, after 3 seconds it starts to move down, but about 1 second after that it (the target marker) jumps up and then centers straight up. It seems that something is resetting the target to straight up.
I then did the suborbital hop, and noticed that the target marker was moving to the right. I'm not sure if this is due to the rotation of the ship or not.

I tried the suborbital hop, that seemed towork ok.

Nuclear Vacuum Plume development

Kerbal Atomics based NTR plumes

  • LH2 NTR (Based on Poseidon)

  • LOX Augmented NTR (Based on Poseidon)

  • LH2 Gas Core NTR (based on Liberator)

  • LH2 Gas Core open cycle NTR (based on Emancipator)

  • Nuclear vernier/exhaust

Realism Overhaul HG-3 Plume Issues

Hi. I'm working on the HG-3 plume effects for the Realism Overhaul folks, and I need a bit of help. Basically, I'm trying to configure the SXT part being used to model an HG-3 to have one plume, while two other, differently sized parts have their own plumes. Problem is, not only are the plumes not separate as far as can be determined, but the guy who tests these configs for me (because my computer is enough of a toaster that I can't run KSP with enough of an install to test this) can't use the in-game UI to edit the config in any way that has any effect. These are the configs being tested that aren't working. Can someone tell me what I'm doing wrong? I'm basically freaking out over this, at least in part because they also happen to be a fairly successful YouTuber and I really don't want to let them down by not having a fix for the issues they're reporting ready to roll out by their next episode.

Upstream new plumes based on NearFuture and PlumeParty FX

I will be uploading new particle effects and all new plume prefabs. These are built using particle effects included with PlumeParty by Jade of Maar and the various new/updated mods by Nertea (restock, cryoengines, near future).

This is being done with permission from the original authors of the particle FX.

PlumeParty FX from JadeOfMaar is licensed CC BY-NC-SA 4.0

New Nertea FX are licensed All Rights Reserved (used with permission).

Some of these plumes are a little more complex than existing ones and may have effect names different to existing prefabs (eg core, plume2, fume etc in addition to more familiar ones such as plume, shock, flare). It is suggested that anyone configuring a new engine check the effect names and parameters in the prefab or look for an example that uses these prefabs.

Most of these are being applied to ReStock engines in RealPlume-Stock as part of the testing phase.

Task list

CryoEngines

  • Upload Cryo engines FX
  • CryoLowerRed
  • CryoUpperBlue
  • CryoLowerAblative

NearFutureLaunchVehicles

  • Upload NFLV effects
  • MethaloxLower
  • MethaloxUpper

ReStock

  • Upload ReStock effects
  • Hyperlogic upper white
  • SSME

PlumeParty

  • Upload PlumeParty FX
  • Kerolox lower blaze
  • kerolox lower sparrow
  • kerolox lower ibis
  • Kerolox upper eagle
  • Kerolox vernier eagle
  • Hydrolox lower blaze
  • Hydrolox upper
  • Hypergolic upper red
  • Hypergolic upper yellow
  • Turbo exhaust

Finalisation

  • Tested and ready to release

Future

  • Nuclear plumes based on new Kerbal atomics?
  • New exotic plumes based on updated Near Future Propulsion?

Near Future Exotic plumes

  • Magnetoplasmadynamic

  • VASIMIR-Argon

  • VASIMIR-Xenon

  • PlusedInductiveThruster

  • Ion_Argon_Hall

  • Ion_Argon_Gridded

  • Ion_Xenon_Gridded_NFP

  • Ion_Xenon_Hall_NFP

  • Sounds

  • sounds for legacy ion plumes

Audio fixes

  • Make cryogenic upper blue louder.

  • Both Hypergolic Upper red and upper yellow use the SPS loop sound (which matches better with pressure fed engines). Considering switching upper yellow to sound_altloop.

Feedback on v10.5

The stock reconfigured Merlin engines produce a bright white ball around 20-30km; I'm not sure if this is intentional, or a result of clustering 2 or 3 together. Above and below that it looks really good. I'm not sure how perpendicular the effect should be to the engine at high altitudes; I would personally expect it to be less perpendicular/pancake shaped than it is at high altitude as exhaust gas thrown backwards is what generates the thrust.

The RL10 effect looks like smoke or hypergolic, not sure if this is a change to RealPlume or KSP 1.1

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